And this is pretty much my problem. For you it's just half a day away, for me it's half a WORLD away. It would mean spending hundreds of euro's on an intercontinental flight and accommodations.It's just not worth it. And the reverse is also true. Anything in western Europe would be easy for me but getting expensive for you.

@Galileo
I just spotted a minor but rather fatal flaw in the 3.2x rescale: Low Kerbin rescue contracts spawn between 70 and 100km. Stock this would be just outside the atmosphere. But with the 3.2x rescale they are just within the new heigh 100km atmosphere.

This was EXACTLY what I was looking for. I've been in doubt whether or not I should switch to a larger stock solar system. I always knew Kopernicus could rescale the solar system but I was not looking forward to faffing about with all kind of config files in various other mods that would that would be messed up after rescaling. But this .... this is perfect.
I installed the dependencies, dropped in the 3.2x rescale configs and it worked. No fuss, no hassle. It just works!
Now I just have to 'unlearn' what I had learned. Dependable craft I relied on in the past suddenly won't suffice. Craft that used to reach Mun with ease now barely make orbit. But KSP is finally a challenge again.

Use the translation and rotation tools. Toggle between 'local' and 'absolute' with [F]. In 'local' mode you are locked on a grid centred on the part you are moving. In 'absolute' mode you are locked to a grid centred on the root part on all three axis.
What you're looking for is the 'absolute' mode.

The online KerbalCons were a mockery. All it was was a 24 hour marathon of streamers. A lot of oooh's and aaah's about a few new features. Only a very small few streamers had some preparation and actually knew what they were doing. most of them didn't have a clue. If something like that will come again in the future I will NOT be wasting me time on it.
The idea of an IRL KerbalKon is interesting but WHERE will you organize it? Do you REALLY expect people to travel half way across the world to see your ugly phiz. (No offence. I have no idea what you actually look like.)

Exactly. Since it is already a stock feature (being mod activated is irrelevant) it is very easy for Squad to make it available through the settings menu. We already have similar features to stop the navball from hiding in map view and to disable that horrendous part highlighting in flight.
As others said: Just make it available through settings and everybody will be happy.

^ ^ ^
Besides that, why even discuss a sequel when THIS VERSION isn't even finished yet? In contrary to what Squad thinks, believes or says there is so much more that could and should be added before KSP can be considered finished.

Lets apply some psychology to this.
Let's turn the proverbial switch in your head and saccept it won't be released until November. It requires a leap of faith but accept it will not be released any time soon and the eventual release will be disappointing. If it comes sooner and actually works (which I highly doubt) you'll be pleasantly surprised.

It does indeed graduated the output. But as @Rocket In My Pocket said it also balances RCS thrust to some degree.
You can try this yourself. Build a simple, long and narrow craft with RCS near the end on one side and not far beyond the middle on the other. Under full RCS thrust a craft like this will rotate when translating. Under soft control the RCS thrusters at the far end will be reduced in an attempt to keep the total thrust vector near the CoM.

That's probably because the OP is almost two years old.
Flags are very easy to create and install. And if that proves too difficult there are dozens of flag packs available. You just need to look around a bit to find them.